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divisorxx

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  1. I'm already testing with last changes and so far 16 hs uptime 800 users max, not crash related.
  2. Testing with new changes, 700 users online with ACE mtmaps.... same than before, not a single crash related (12 hs uptime and counting) and diff time seems to be a little lower but, again, not too much, sure on more populate servers will be better. Thanks Ambal for your great work!!!!!
  3. Testing with 700 users... not crash at all, diff time seems to be a little lower but not too much, maybe on more populate servers will be better. Thanks Ambal! Edit: Still not crashing (8 hours uptime and counting) and I forgot to say I'm using ACE mtmaps.
  4. I think derex say in other threads that he doens't work anymore on this project.
  5. Hi one question, what kind of mutex because are you using? Can you show me? Because a try this http://paste2.org/p/688715 and seems to doesn't work
  6. Sorry for this off post but someone can sendme or post the "visibility patch" from silverice and ambal?
  7. Hi one questions, how much uptime did you have with this patch? Thanks.
  8. No, trinity core ... is a leach of MaNGOS core, from the beginning until now...initial rev in repo from Trinity Core was a MaNGOS rev leeched (with some of custom patches from this forum included) and every important fix from MaNGOS was leeched too by Trinity Core even every version's switch...they aren't better than MaNGOS Dev even Trinity Core exist only due MaNGOS Dev and this great community... Trinity Core has that freatures because they leech every commit from MaNGOS so...with leeching those commits from MaNGOS they have free time to do that kind of freatures...again only possible due MaNGOS leechs. But quest related scripts is job of ScriptDev2 not MaNGOS Core...and just for note Trinity Core leechs ScriptDev2 work too in the same way. So think twice before say such crap.
  9. It will by multithread (multicore).. like mtmaps patch but instead of you set the number of threads and all maps are working between those threads , it will one thread per map and in the end, free of race conditions, crashes, etc..so you can hold a great number of characters or future stuffs.
  10. Like I said early...problem seems to be in multithreaded player updates, so revert this commit http://github.com/mangos/mangos/commit/e24d2938b21e8d6910c5aed1a3f115abf0fbddf1 and problem solved but again almost all load will remain in main thread like time ago. Also you can try openmt maps with Infinity suggestions , if that work you can still have Player:Update in Map:Updates w/o crash. P.S.: By the way... just for curiosity , what kind of mtmaps patch are you using? (Ace mtmaps or OpenMP mtmaps)
  11. In fact there is a crash log of what i'm talking about, using ACE mtmaps. With 7XX characters... it crash like 5 times by day (some days less).. but like a said before once that i move Players:Update from Map:Update...I got like 3day uptimes. http://pastebin.com/m836455e To infinfny, thanks for your suggestions i will try it with your patch.
  12. Sorry if my english is not too good but i don't see any errors in my word. In any case I mean how much uptime do you have... because in my experience I have a lot of crashes due _UpdateSpells in Unit.cpp using mtmaps (I think due race conditions)...due to this I move Players update out of Maps and problem solved...but again main thread have the almost charge(load) compare to the others. Again sorry If my english is not too good. Bye
  13. Hi men, one question, how stable is?
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